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Einsatz von Fertigkeiten im Kampf

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Grimnir:
Um ein freies System zu nennen: Bei der DSA-Saphir-Edition wird im Gegensatz zu DSA4 die gleiche Grundmechanik für Talentproben und Kampf benutzt. Dadurch kann man anstelle von Angriffen/Paraden direkt die passenden Talente wählen: 


--- Zitat von: DSA-Saphir-Edition, S. 18 ---Eine Schwert-Attacke kann beispielsweise auch durch eine gezielte Sprungrolle des Verteidigers (Körperbeherrschungs-Probe) umgangen werden.
--- Ende Zitat ---

Es grüßt
Grimnir

Mondbuchstaben:

--- Zitat von: Alex am 28.10.2008 | 11:13 ---Kennt ihr Regelwerke, bei denen der Einsatz von (Nicht-Waffen-)Fertigkeiten im Kampf möglich ist und bei denen das auch geregelt ist.
--- Ende Zitat ---

Stone Horizons ist noch nicht erschienen. In einem Mega-Thread in Pundits Forum denkt der Autor immer mal wieder laut nach. Ab Beitrag 109 beschreibt er, dass so ziemlich alle Fertigkeiten eine kampfrelevante Anwendung haben sollen.

(Er bezieht sich auf einen früheren Beitrag; ich habe seine Erweiterung blau eingefäbrt, um nicht zwei Beiträge zitieren zu müssen.)


--- Zitat ---I've had a change of heart on skills and i am adjusting them to take this into account. I will also be changing some special abilities to make them conform to this new idea.

I want there to be more tactical choice both in combat and social situations -and rather than list a huge amount of options for both, i'm using skills and special abilities to achieve it. The mechanism for this choice, as the people who have read the document will know, is Reflexive actions. You get one of these per round in addition to standard actions. My aim is for there to be a Reflexive choice for each skill that is usable in combat and a choice that is usable in social interaction

I'm re-posting the 2 skills that i posted above to illustrate this change.

—————————————————————-

Spot (Reasoning) (Gen)

Spot Weakness: In combat, you can spend a Reflexive action to spot an injury that your melee opponent is suffering from. If he is not currently suffering from Health point damage, you cannot use this skill. If you gain 2 successes in the Spot test, you automatically inflict 1 point of Health damage on your opponent without the need for a weapon skill test as you take advantage of his impediment by feints, manoeuvres and the like. Use of this skill does not stop you from making a standard weapon test.

Empathy: When engaging in social situations, you can spend a Reflexive action to spot telltale body language. If you gain a number of successes equal to or greater than half of your opponent’s Bearing statistic, then you gain a general idea of his emotional state. This could be a state of panic, deviousness, or the single most prominent emotion exhibited by him.

Perception: This is your general skill to notice things, whether it is an ambush, the colour of someone’s shirt or the number of apples on a tree. These are Free tests. The GM sets the difficulty of the test.

Search: When you are searching for something in particular, such as ransacking a mattress or looking for a sliding panel, then you make an Extended Spot test. The GM sets the difficulty of the test.

Heal (Prag)

Healer’s Eye: By spending a Reflexive action and gaining 2 successes in a Heal test, you can determine the health of a combatant, at a distance of up to 10 feet. If you succeed, you can tell the current health level of the examined person. This tells you what injury level he is currently suffering from (e.g. – Uninjured, Lightly Injured, Hurt, Heavily Injured or Dying).

Healer’s Word: Your expertise in the art of healing allows you to harm or heal an NPC’s Status by commenting on his health to bystanders. In social situations, you can adjust the Status of an NPC by 1 point, up or down, if you gain a number of successes equal to the Bearing of the NPC –1, in a Reflexive Heal test. This may lead to Affiliations or Rivalries if used at the right/wrong time (such as at a coronation or initiation ceremony). Obviously lying about his health should be handled by normal Status tests (see Social Combat). This is for just diagnoses and the communication of them in a manner that is persuasive because of it’s truth.

First Aid: If successful in a Heal test, the patient is healed immediately of 1 Health point of damage. First aid can only be attempted once for each Scene that the patient has received an injury. This is particularly used when the patient is dying, thus stabilising them.

Care: This is an Extended test. The patient adds a number of dice equal to the number of successes gained in a Care Heal test to his Physique test to recover Health points. You can care for a number of patients in this manner equal to the number of successes achieved. Travel is not possible when you are being cared for in this manner.

Diagnosis: If the number of successes achieved in an Extended Heal test match the virulence rating of the disease suffered by the patient, then you can diagnose it and start a proper treatment. From the moment of diagnosis, the patient gains a bonus die on all Physique tests connected to the disease.

Miracle Cure: If you gain 4 successes in a Miracle Cure Heal test, then your patient is healed of one complete level of Health point damage. Therefore, if he was in the Hurt category, then he is healed of enough damage to place him at the worst level of the Slightly Injured category. This can only be attempted once on any character that has suffered injury, irrespective of how many Scenes that damage was caused within.
--- Ende Zitat ---

Später gibt er noch zwei weitere Beispiele:


--- Zitat ---Ingratiate (Bearing)

Not in the Face!: If you gain 2 successes in a Reflexive Ingratiate test, you can force one opponent that you are in melee combat with to pull his blow. Your opponent must be humanoid – supernatural foes and Vermin don’t fall for this. Your opponent takes pity on you and any damage that you take from that blow is fatigue point damage, not health point damage.

Flattery: You are so gracious and ham it up so much in the charming stakes that a subsequent Favour Status test with the subject of your flattery is undertaken as though you have an Affiliation score equal to the number of successes achieved in this Reflexive Ingratiate test. The effects of the Affiliation last until the favour has been received.

Who, me Gov? : When dealing with someone you have a Rivalry with, you can offset 1 point of that Rivalry for every 2 successes that you achieve with an Ingratiate test. This lasts for the current Scene only.

Influence: You attempt to influence the view of someone concerning a third party, with apparently wise council. If you achieve a number of successes equal to half the Status of this third party, then the NPC receiving your words of wisdom gains a temporary Rivalry or Affiliation of 1 point with that person (determined by you). This Affiliation or Rivalry lasts until the end of the Scene. Failure can vary in result, depending on whom you are trying to influence and of what.
--- Ende Zitat ---


--- Zitat ---(Botany)
Botanist’s Eye: When engaging in melee in outside environments, or within mushroom fields, you can manoeuvre 1 of your opponents so that the vegetation hinders their movements, trips and fouls them. You recognise which plants will interfere with your opponent’s movements via thorns, burrs, grasping tendrils and the like. If you gain 2 successes in a Reflexive Botany test, that opponent suffers a dice penalty equal to your Pragmatism statistic to any Reflexive parry or dodge attempts made in the current round.
--- Ende Zitat ---

In Beitrag 170 hat er das Skill-System umgeschmissen und will die Anwendungen wohl freier interpretierbar machen (hin Richtung T&T-Stunts?)...


Und weil es in eine ähnliche Richtung geht: hier gibt es eine wunderbare Idee, um das Vance'sche Magiesystem von D&D (mittlerweile muss man ja klarstellen, welches D&D man meint: alles von OD&D bis 3.5) aufzupeppen:


--- Zitat ---Minor Magical Effects
In a previous post, I mentioned that one of the wrinkles I want to add to the "Vancian" spell slot system of OD&D was introduce the concept of persistent minor magical effects that are a consequence of having a particular spell memorized. The idea here is that the process of preparing a spell "charges" the caster with magical energy that manifests in small but sometimes significant ways. I like this approach because it saves the spell slot system, which is essential to the D&D "feel," and because it's another small way to make magic more "magical." (...)
What I love about this approach is that even "uselesss" low-level spells become important to higher-level casters. With the right minor magical effects, the application of all spells becomes broader. In addition, this approach introduces a second tier of strategic thinking: when does a caster gain more benefit from casting the spell than by leaving it in his memory so that he gains a minor magical effect?
(...)

    * Charm Person: While memorized, the caster gains a +1 bonus all Charisma-based effects, such as morale, loyalty, and reaction.
    * Hold Portal: While memorized, the caster gains the ability to close or shut any open door, window, or other aperture within 10 feet by thought alone.
    * Magic Missile: While memorized, the caster treats any weapon he wields as having a +1 bonus for the purpose of overcoming the special defenses of certain creatures. This bonus increases by +1 for every five levels of the caster. The bonus does not apply to attack or damage rolls made with the weapon the caster wields; it applies only to overcoming special defenses.
    * Shield: While memorized, non-damaging falling objects and effects (pebbles, leaves, rainfall, etc.) are repelled from the caster's body.
    * Sleep: While memorized, the caster is immune to non-magical fatigue and similar effects. In addition, he requires only four hours rest to regain his full complement of spells until he casts this spell, after which he must "pay back" four hours at his next rest period (meaning it takes him 12 hours of rest instead of 8 to regain his spells).
--- Ende Zitat ---

Skyrock:
Forward... to Adventure! bietet sogenannte Stunts. Anstatt seine Kampfrunde für eine konventionelle Lösung wie einen Angriff oder einen Brutzelzauber aufzuwenden, kann man auch eine seiner Fertigkeiten einsetzen, um einen besonderen Effekt zu erreichen, wie Boni für andere oder Betäubung des Gegners.

mat-in:
Werbemodus an:

URPG unterstütz parallele Handlungen aller Art, man muß nur in Kauf nehmen das die erfolgswahrscheinlichkeit sinkt. Von Laufen + Kaugummikauen bis Motoradfahren, Telefonieren und dabei mit der Pistole nach hinten auf verfolger schießen ist da alles drin.

Haukrinn:
Ich unterscheide gar nicht erst großartig nach Kampf- und Nichtkampffertigkeiten. Du kannst jede Fertigkeit verwenden, um Dir für Deinen nächsten Wurf einen Bonus zu holen oder einem Kontrohenten einen Malus zu verpassen.

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